Warrior - Macebow

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Contents

Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories.

Block the next attack. Riposte and bleed your foe if you block a melee attack. Gain adrenaline if you are not attacked.

Damage: 122

4Bleeding (12s): 2,040 Damage

Adrenaline If Not Attacked: 6

Range: 130

offensively by blocking an attack in melee range - this way Riposte applies 4 stacks of Bleeding and then ends.

Missile Deflection

Missile Deflection

Reflect missiles whenever you are blocking.

Reflects Missiles

reflects projectiles while blocking with

Counterblow

1½

10

Counterblow

Block the next attack. Counter with an attack if you are in melee range. Gain adrenaline if not attacked.

Damage: 487

Adrenaline If Not Attacked: 6

Range: 130

and

Riposte

2¼

15

Riposte

Block the next attack. Riposte and bleed your foe if you block a melee attack. Gain adrenaline if you are not attacked.

Damage: 122

4Bleeding (12s): 2,040 Damage

Adrenaline If Not Attacked: 6

Range: 130

. Being able to reflect an entire

Rapid Fire

2½

10

Rapid Fire

Fire multiple arrows at your foe.

10Damage: 1400

10Vulnerability (10s): 10% Incoming Damage

Combo Finisher: Physical Projectile

Range: 1,500

or a

Pin Down

¾

25

Pin Down

Fire an arrow that bleeds and immobilizes your target.

Damage: 97

6Bleeding (12s): 3,060 Damage

Immobilize (3s): Unable to move.

Combo Finisher: Physical Projectile

Range: 1,000

this can be extremely valuable. If you're fast enough, it's better to use the skill as the enemy projectile is casted, this way even the most experienced players won't be able to avoid your reflection.

Impale

½

15

Impale

Throw your sword at your foe to impale them.

Damage: 122

5Torment (8s): 1,275 Damage, 2,550 Damage if Moving

Duration: 4 seconds

Interval: 1 second

Combo Finisher: Physical Projectile

Range: 900

is one of your key skills, try to secure landing it by using Skull Crack or Pin Down on your foe, or use it after the enemy dodges.

Try to use

Fan of Fire

¼

6

Fan of Fire

Fire a spread of three flaming arrows, burning foes.

3Damage: 423

3Burning (2s): 1968 Damage

Targets per Arrow: 5

Pierces

Range: 1,000

in melee range to make all 3 projectiles hit your target for maximum Burning duration.

Smoldering Arrow

¼

15

Smoldering Arrow

Shoot an arrow that explodes on impact blinding foes.

Damage: 49

Blindness (5s): Next outgoing attack misses.

Radius: 180

Combo Finisher: Physical Projectile

Range: 1,000

doesn't need a target to work and you can aim it by moving your camera. Look down your feet to blind a radius of 180 nearby. This can be really useful against thieves to prevent their backstab when stealthed. You can also use it to let your allies safe stomping by blinding the enemy downed skill.

Tips & Tricks

Your adrenaline will rapidly decrease after leaving combat, but when the match begins, technically you haven't left nor entered combat yet. This allows you to stack adrenaline before engaging in battle for the first time during a match by using

Counterblow

1½

10

Counterblow

Block the next attack. Counter with an attack if you are in melee range. Gain adrenaline if not attacked.

Damage: 487

Adrenaline If Not Attacked: 6

Range: 130

and

Riposte

2¼

15

Riposte

Block the next attack. Riposte and bleed your foe if you block a melee attack. Gain adrenaline if you are not attacked.

Damage: 122

4Bleeding (12s): 2,040 Damage

Adrenaline If Not Attacked: 6

Range: 130

- let them to run for the full block duration, do not press them twice!

This trick provides early access to your burst skills. It is important, to make it work, that you do not enter combat during the ready up, so do not attack the gate, take falling damage, etc..

Counters

Condition Necromancer

Stability will make it impossible to proc

Distracting Strikes

Distracting Strikes

Apply confusion when you interrupt a foe.

4Confusion (8s): 260 Damage On Skill Use

Notes

Battle Standard

2

240

Battle Standard

Banner. Place a battle standard that revives falled allies and grants fury, might, and swiftness to allies.

Fury (3s): 20% Critical Chance

Might (10s): 30 Power, 30 Condition Damage

Swiftness (3s): 33% Movement Speed

Duration: 60 seconds

Effective Radius: 600

Combo Finisher: Blast

Range: 600

rallies allies by healing them in the downed state, which means it's affected by Poison. This can lead to situations where low HP Poisoned allies won't be rallied by the banner however they'll still gain downed HP.